But then why did so many players decide that it should be played this way? Why had opinions shifted?
Sometimes there's no explaining zietgiest, but, JMHO, 3e started the RAW trend because it had these built-in (according to Cook) 'rewards for system mastery.' If you let your DM 'get away' with changing and over-ruling the system, those rewards could be under-mined. Maybe the surfeit of 3pp product also contributed, on the DM side, to wanting to stick to a tighter, more consistent core rulesset?
In 4e the trend of playing 'by the book' continued, but for a different reason, because the rules were so much clearer, there weren't so many big 'RAW' debates. Also contributing, perhaps, was the comparatively responsive issuing of errata (as contrasted to how dicey 3e Customer service inquiries were).
I blame the internet and video games, but I have no evidence.
OK, that's funny.
Right again. I let slip my true bias! I forgot that entitlement carried its negative connotation and should have used empowerment. But.. but.. some of those players.. man.. entitled is really the best adjective for them.
Sure. Easy rule of thumb, use entitlement for both (players in 3e/4e, DMs in classic/5e) or use empowerment for both.
Maybe I'm just more comfortable with an interpretive game, than to have everything so absolute, no wiggle room. I like to be able to establish environmental conditions and have them matter.
The wiggle room was in the fluff. And, you could absolutely establish whatever environmental conditions you wanted - exception based design and all.
Or plot-centric ones that are not immediately undone by some player ability. I like to be able to establish that in Barovia, players cannot just teleport away, without it breaking down into rules arguments and aggrieved players because they feel cheated out of their fun. The DM should be empowered to change the conditions and have that trump the players power card.
Poor example, since Teleport whether the ritual or as a movement power, was pretty well trumped to begin with. Actually, there aren't a lot of good examples, since powers weren't game- or story-breaking the way spells have tended to be.
I was just using balance as one of the justifications used at the time for sticking to RAW. Too little balance is bad. Too much balance is bad. Need to find the happy medium.
There's no such thing as 'too much balance' - too much of the things sometimes held up as extreme examples of balance, isn't balance at all. For instance, a game with no choices, where everyone plays an identical character, is not an example of 'too much balance,' (though it's perfectly fair) but of none at all, because balance maximizes choice. Look at the range of distinct characters you could theoretically play in 3e vs 4e, for instance. There's unequivocally more in 3e, and by no small margin, heck, probably by orders of magnitude - it was around longer, had more material produced, and had greater granularity. But, how many of those distinct characters could remain relevant in a campaign where there were optimized Tier 1 classes stomping around? Some, but a very small percentage to be identified & honed by meticulous system mastery.
I tell you what though. Even with 5e, many of the players still live and die over RAW. And that's fine. I just feel empowered now not to be a slave to it.
I don't agree that it's fine - 5e really lives and breathes DM empowerment, I'd hate to think anyone's trying to run it RAW. :shudder:
I think the game is better for it. Though, maybe not for the players that want as much balance as possible and want it all baked in and correct.
That wouldn't be better, then, but actually I agree that 5e is better for a capable DM taking full advantage of all that empowerment. Take it behind the screen, run it as described in the most basic outline of play on, and you can make what you want of it. If what you want is for your players to have a great time, you can make that happen. Even if they were hoping for a balanced game with an expectation of player agency, you can often produce enough of an illusion of choice to get them to enjoy it in spite of themselves.